The Evolution of Video Gaming Distribution
Opportunities for operators arising from the digital transformation
The video gaming space is currently seeing a rapid change in distribution methods, from physical media such as CDs, to digital transmission. This change will also transform how content is produced, priced and consumed. All these disruptions in the industry are going to open up many opportunities for new players to enter and for existing players to innovate, opportunities that are also open to telecom operators. However, what kinds of opportunities are these and what is really at stake? Additionally, should operators even consider playing in this industry and if so, how can they take advantage of the digital transformation of gaming distribution?
Traditionally, video games have been sold as physical products (cartridges, CDs, DVDs) in local stores, with the retailer, publisher and developer receiving a cut of the revenues from each copy sold. This distribution model has been the predominant system for selling gaming content ever since the birth of the video game industry and continues to be the main distribution channel today, accounting for over 90% of console game sales in 2008[1]. However, digital distribution of gaming content definitely a growing segment, with a projected 40% of online games revenue coming from digital distribution by 2012 and revenue from digital distribution of console games to surpass $1 billion by the same year[2]. Add this to that the fact that mobile gaming, which is predominantly digitally distributed, already generated $5.8 billion in revenues in 2008[3] and it’s clear that digital distribution will be a force to be reckoned with in the gaming industry in the near future. Due to the connectivity aspect of this distribution model, telecom providers are in a unique position to benefit by positioning themselves correctly in the value chain to maximize their returns.
From Brick-and-Mortar to Broadband
The origin of digital distribution of video games has its roots in the early years of the internet, where independent developers would post simple browser games that users would access through their websites. These games would eventually become more complex as connection speeds became faster, allowing for more powerful graphics and compelling gameplay. Additionally, aggregators who owned hundreds of these games, such as jippii and NewGrounds, appeared and created communities around their games. However, it was not until the early 2000s when broadband internet became widely available, that digital distribution of full-featured games developed by mainstream companies really took off. This distribution model is very similar to the traditional model (Figure A) and so far has been predominantly used for mobile games distribution.
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